NikkoJT
Member-
Content Count
47 -
Joined
-
Last visited
-
Medals
Everything posted by NikkoJT
-
All Creator DLCs are vetted and checked by BI before being accepted into the program, are developed in close cooperation with BI, have to be up to BI's standards of quality, and are QA'd and approved by BI before release. It'd be pretty hard to get through that, and because there's legal contracts and stuff involved, any creator that somehow did get illegal or copyrighted content into a paid DLC would be in the shit with the law. It's not just "anyone can make a paid mod now". There's a process, and only a select few proposals get accepted.
-
The turn away from the original Arma 3 DLC model is disappointing. When you guys first announced it for third-party DLC, I knew and said it was going to be unfun. And here it is, being unfun. I dunno, BI. Having this kind of heavy restriction on the DLC is going to make it a massive pain in the ass to use. What were you thinking?
-
This would be nice. An alternative option might be to create a new weapon class, like they did for the Dynamic Pylons aircraft - basically the same as your suggestion but ending up with legacy weapons instead of legacy mags.
-
Loving the new mag proxy system! However, it doesn't seem to be working 100% as described in the patch notes. Mk20 variants can't load Sand 5.56 mags, and Black/Green SPAR-16s and SPAR-16Ses can't load Sand 5.56 either. (And the Sand SPAR-16S can't load Sand 30rd mags, only Black - there's a lot of little problems like this.) I'm hoping this will be fixed and the system will be expanded to all interchangeable magazines - once it's all together, it'll be an absolutely fantastic addition.
-
I'd be strongly torn between "generic skins for all vehicles" and "make all hidden textures into proper skins and uniform items" Well guess what, that's on dev branch right now! (Now we just need olive skins for the AAF and CSAT vehicles so we can use them for Tanoan and Russian units)
-
The updated ADR-97 visuals look much, much better! Thank you for sorting them! The better textures have really pushed the gun from "demo mod" to "official content" in terms of polish. (Still doesn't match the rail accessories or the RCO, but maybe that's more them being too light at this point. Hey-o.)
-
Making the ADR-97 vanilla is fantastic! Here's what I've noticed so far: - The ADR-97 is black. SUPER black. Like, "my shaders aren't configured properly" black. Could it be made slightly lighter? At the moment it looks weird and doesn't match any of the rail accessories or sights, or anything else really. - The new faces aren't available in the Attributes->Identity panel. It'd be nice to have them there. - Absolutely love the range of texture options for the ADR-97. Any chance of adding matching options to the Mk20? Currently we only have the AAF camo (obviously AAF) and the sand camo (doesn't match anything darker than MTP). A black option would be ace and should be as easy as taking the sand camo file and desaturating it. - The magazine being animated is awesome, but the translucent plastic effect doesn't look that great.
-
There is a green hex version of the CSAT set. Rightclick -> Edit vehicle appearance. I'm not sure if there's a Pacific camo for the NATO ones, though. There wasn't on early versions and I haven't checked since release.
-
So the Mk41 VLS has been updated to fire terrain-following Venator Cruise Missiles, instead of 230mm rockets. That's awesome! I've just noticed, though, that the Mk41 has access to a missile camera panel. However, this panel doesn't seem to actually do anything. It stays blank ("no connection") when you fire a missile. It would be super nice if it worked.
-
I'm well aware of how to use the flag and name fields in the Liberty attributes. It's what prompted the question to begin with. I actually tried using the marker textures directly, but when I applied them using the attributes flag field, they resulted in a completely invisible flag. If you've tried it and it worked for you, I guess I'll try again later, but them not working was why I was asking for them to be made available in the first place. They also don't have the flag ripple and cloth effects. (Generally, I initially said "it would be nice if these flags were also available as standard flag textures", not "I have literally no idea how a custom texture selection works".) Edit: It's spelled "valour" in British English, so...unlikely. That layout is correct based on the screenshots posted in the announcement post. The purpose of the square forward of the Mk45 isn't totally clear - there's some speculation that it's an elevator for taking on supplies. Personally I've found it fits an MH-9 suspiciously well, but that's just a suspicion. It's definitely not a weapon position, though.
-
You can, but matching the fabric texture to the existing ones is a pain, and then you have to include the texture in the mission file. Plus, it'd just be generally neat to have the list of flag markers and the list of flag textures match up.
-
- Here's a fun one: the back of the Mk45 Hammer has "WEIGHT CLEARENCE" labels on it. "Clearence" should, of course, be spelled "clearance" :P - When a RHIB is loaded into the Boat Rack, it floats above it. Other boat types are fine. - The only vehicles that can't be loaded into the Boat Rack are aircraft. While this is hilarious and probably not worth fixing, some of them don't align properly - for example the Rhino MGS is too far back. - The default displayed hull number on the Liberty is 001. However, in the attributes options the fields all default to 0, and the third number can't actually be set to 0 unless you change it to something else first. Also, it would be nice if all the flags available as map markers were available for the Liberty flag. This would also make them available for other flag-related textures, which would be fantastic.
-
The position above the flight deck is intended for a Spartan. You can see it in this screenshot from the announcement post. When you say it's too large for a Spartan, I think you may be underestimating missile backblast ;)
-
It seems the AI can walk through walls on the Liberty, which I really hope will be fixed because that'll make it useless for co-op combat.
-
Things: - The Mk45 being 120mm instead of the real-life 127mm is...understandable? But irritating. I'd rather it be a 155 so it can use the SPG tricks like guided shells. - The Mk41 using 230mm MLRS rockets instead of SAMs and cruise missiles is very irritating. - It would be nice to have a route from the aft upper deck to the interior. There's currently a functional ladder up there and all, but no way to actually reach it. - Being able to customise the hull number, flag, and name is VERY cool. -- Any chance of this being added to the carrier? -- The name being a texture instead of accepting text input is annoying. -- Since that's unlikely to change, what font should I use to match the original name? - Liberty's hatch texture quality seems a bit low compared to the Freedom's, which are crisper and have better weathering detail. I hope that's WIP. - Any chance of an option for red emergency lighting on the interior? - A CSAT vehicle that could plausibly tow their SAM system (like a cab-only Tempest) would be ace. - No Pacific camo for the NATO SAM system is upsetting.
-
Yep, definitely! Our group (Folk ARPS) has absolutely no required mods for our co-op missions. It can be a creative challenge to come up with new missions with no new content, but our mission makers are pretty good at overcoming that challenge with clever design and scripting. Plus, Tanks DLC has given us a bunch of new options to make things interesting.
-
One of the devs mentioned recently (in one of the dev branch stickies, but man I ain't goin' back to find it) that the Tanks DLC vehicles will have FFV for turned-out positions, but in the current build there's an issue with it that allows people to bypass DLC restrictions, so it's disabled.
-
For what it's worth, the FIA did get some fun stuff in the form of the new Offroad (AT) and MB 4WD (AT), both with recoilless rifles, and the MB 4WD (LMG) which has a hilarious LIM-85 turret mount. I'd also consider the MAAWS Mk4 Mod 0, and maybe even the 9M135 Vorona as candidates for FIA use.
-
I believe there is actually a keybind to toggle turret stabilisation somewhere in the options. Not totally sure what it does though.
-
COAX refers to the Coaxial gun - a gun mounted alongside the main cannon, and usually controlled by the gunner. For example, the M2 Slammer has a 6.5mm M200 machine gun as its coaxial gun. Changing the commander's gun won't do anything as the coax is not controlled by the commander. Also, if you're testing on an artillery vehicle, the Coax will be blank because the artillery vehicles do not have coaxial weapons.
-
Tanks - Armored vehicles customization
NikkoJT replied to kllrt's topic in ARMA 3 - DEVELOPMENT BRANCH
This is super good stuff! Things: - The Scorcher's camo net has a raised area for the ammunition cases on the front of the turret, regardless of whether the cases are actually present or not - NATO Pacific vehicles having different camo nets is awesome! Except for the Scorcher and M2A1 Slammer, which have the same pale green net on both the Mediterranean and Pacific versions. Be nice if they could have the brown/woodland distinction like the others. - A few vehicles have mislabelled options. For example, the Gorgon has a "Bags (Turret)" option, but it actually places a sleeping mat in the rack on the rear of the hull. - Camo nets for MRAPs and LSVs (maybe even trucks) would be super cool, though I know it's unlikely. -
I have some feedbacks: - Tank gunners being able to turn out is something I'd really like to keep. - Many vehicles seem to have no visible gunner's sight. To expand on the second one: All the IFV gunner positions have a lovely big MFD directly in front of them. This shows the weapon status, ammo count, and some diagrams. Useful information! But: this is information you'd probably want to have available at the same time as a gunsight picture. And there is no apparent gunsight picture visible. Some vehicles have whatever this is, which might be a gunsight - but if it is, it's extremely inconveniently placed, and doesn't really make sense for vehicles with remote turrets, like the Gorgon and Kamysh. And theoretically the status MFD could have a second mode which is a gun camera, but...we can't switch it, and even if we could, we wouldn't be able to see the status information at the same time, which doesn't make much sense. Long story short, most, if not all, IFVs should gain either a second MFD showing the gun camera, or a scope-style gunsight positioned somewhere you could sensibly use it.